Character Creation
By Timothy J. Lanza
Using Middleground Gaming System v2.0
Based on Hahn's Middleground IRC RPG System


Section 1: The All-Important Concept

The first step in creating a character is to develop a strong, original concept. Are you going to play a noble & just warrior, a crafty treasure hunter, or an intelligent & studious wizard? You need to think about this for a while if you want a good pl aying experience later. Try to come up with something interesting, unique, and non-stereotypical.

Respond with a complete description including these five aspects of your character. Think about this well; don't just search for a quick answer. The more this character reflects your personal thought, the more fun you will have when playing.

Once you have that written down in words, think it over, and think you could confidently play this person and *enjoy* it, you can move down to the second section.


Section 2: Stats, Skills, 'n Stuff

Flame me if you will, but I'm gonna stress this again: Don't do this part until you've done Section 1 completely and thoroughly. Doing Section 2 will be a lot easier and more enjoyable if you have a strong concept for these stats to reflect.

First, allocate your six attributes. This is very important, as it will decide your starting statistics, and how quickly your statistics increase as your character achieves experience levels. There are six attributes to think about.

Note: For those of you who have experience with the math bedhind the character creation system, I have made some changes. There are two reasons for this.
1. To discourage horribly unbalanced, and hence generally unplayable, characters.
2. To allow specialized characters without having them absolutely handicapped in every other area.

You have 90 points to distribute between these six attributes. You must spend at least 1 point on each attribute, and cannot have an attribute over 30. So, if you wanted all attributes to be equal, they would each be 15. BTW that would make for a very boring character.

After deciding your attributes' values, you must decide the orientation of your character between combat, skilled, and rounded. Choose one from the table below. There will be one, and only one "REALLY Combat Oriented Character":


Section 3: Magic and Mayhem

Once you have attributes AND your character orientation, you must choose some skill groups that reflect your character's special abilities, talents, or training. You may choose as many as your character orientation allows.

Below is a list of skill groups that are most common in my version of Lunar and that I have devised a system for. If you have an idea for a skill group that you want your character to have, by all means, submit it with your character and I'll do my bes t to use it.

This list is short and by no means should be a restriction. You may browse it over when deciding your character's skills, but don't hesitate to send me ideas for new skills that would work better with your character than these. In fact, some of the on es that you see above were created with characters from this game and others in mind.


Once you've decided skills, you should be done! Email me a neat, tidy reply and I'll get back to you with a final draft character info sheet and instructions on when we'll play, etc.

Timothy J. Lanza, a.k.a. TrueBlue
trueblue@tiac.net
Gamemaster, Lunar: Stolen From Time


Text Copyright ©1997, Timothy J. Lanza
All rights reserved.